Version 2.0040

1) Fixed a bug in the @Cconsume@W mode for staves and wands that incorrectly removed the item from your
   inventory table after a single use.  This could require you to refresh to re-identify a partially
   used staff or wand.
2) Fixed a conflict between the "light" damage type and "light" equipment location in priorities.  If
   you use "~light" in a priority, that refers to the damage type.  The new option "~lightEq" refers
   to the light equipment location.
3) The @Ccovet@W mode now properly gags current bids on items.  The previous code mistakenly showed some
   bids when an auction item was identified.
4) Removed a warning about failing a backup if you were in combat when the backup was attempted.  That
   case isn't actually an error and the backup will simply run later.
master
Durel 7 years ago
parent 502280d12a
commit 5c1a821ba6

@ -89,7 +89,7 @@ dbot.version : Module to track version and changelog information and update the
save_state="y"
date_written="2017-08-12 08:45:15"
requires="4.98"
version="2.0039"
version="2.0040"
>
<description trim="y">
<![CDATA[
@ -779,7 +779,7 @@ function OnPluginSaveState()
-- Update any automatic backups for the saved plugin state
retval = dbot.backup.current()
if (retval ~= DRL_RET_SUCCESS) and (retval ~= DRL_RET_BUSY) then
if (retval ~= DRL_RET_SUCCESS) and (retval ~= DRL_RET_BUSY) and (retval ~= DRL_RET_IN_COMBAT) then
dbot.warn("OnPluginSaveState: Failed to backup plugin state: " .. dbot.retval.getString(retval))
end -- if
@ -5096,6 +5096,7 @@ function inv.items.init.atInstall()
check (AddTriggerEx(inv.items.trigger.itemIdStartName,
"^(" ..
".-----------------------------------------------------------------.*|" ..
"Current bid on this item is.*|" ..
"You do not have that item.*|" ..
"You dream about being able to identify.*|" ..
".*does not have that item for sale.*|" ..
@ -12098,7 +12099,7 @@ function inv.priority.tableToString(priorityTable, doDisplayUnused, doDisplayCol
priString = priString .. "\r\n" .. generalSuffix
for _, fieldEntry in ipairs(inv.priority.fieldTable) do
local fieldName = fieldEntry[1]
local fieldName = string.lower(fieldEntry[1] or "")
local fieldDesc = fieldEntry[2]
local useField = true
@ -12382,7 +12383,16 @@ function inv.priority.locIsAllowed(wearableLoc, priorityName, level)
return false
end -- if
local value = tonumber(priorityTable["~" .. wearableLoc] or "") or 0
-- We can't use "~light" to specify a light location because that is used to indicate that
-- we aren't using the light damage type. Instead, we use "~lightEq" as a work-around in this
-- situation to indicate the wearable light equipment location.
local loc = wearableLoc
if (wearableLoc == "light") then
loc = "lighteq"
end -- if
-- Check if the priority has a non-zero entry for ~[some wearable location] telling us to ignore it
local value = tonumber(priorityTable["~" .. loc] or "") or 0
if (value == 0) then
return true
else
@ -13195,7 +13205,7 @@ inv.priority.fieldTable = {
{ "water" , "Value of 1 point of water magical resistance" },
-- Note: We use "~light" to ignore the light damType not to ignore the light wearable location
-- { "~light" , "Set to 1 to disable the light location" },
{ "~lightEq" , "Set to 1 to disable the light location" },
{ "~head" , "Set to 1 to disable the head location" },
{ "~eyes" , "Set to 1 to disable the eyes location" },
{ "~lear" , "Set to 1 to disable the left ear location" },
@ -17797,7 +17807,9 @@ function inv.consume.useItem(objId, commandArray)
-- consumed the item would take more overhead than we are willing to have. If something goes
-- wrong (e.g., the user goes AFK unexpectedly) and we don't actually end up consuming the item
-- then we'll re-identify this item automagically on the next refresh so there isn't much harm done.
retval = inv.items.remove(objId)
if (itemType == "Potion") or (itemType == "Pill") then
retval = inv.items.remove(objId)
end -- if
end -- if
return retval

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